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Aug 14

MAD MAX "LOST LANDS" 2-Day Paintball Event

Join us on a decommissioned missile base along with hundred of players from around the country for this annual 2 Day Paintball event produced by Red Feather Paintball. This years MAD MAX event is the 11th in the series and will include all of the themed MAD MAX fun. Tanks, Costumes, Role players, and missions based off of the fight for resources.

Blastcamp Paintball & Airsoft on Historic NIKE missile base C-47
563 west 600 north, Hobart, IN 46342
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Aug 14, 2026 10:00am CT - Aug 16, 2026 02:00pm CT

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MAD MAX "LOST LANDS"


 2 Day Paintball Event

  Produced by Red Feather Paintball


Pre-registration 2 day entry (closes August 8)   - $60

2 day walk-on entry - $70

1 day walk-on entry - $50


Event Paint only (shooting GI premier)

$65/ case - Event day price

$60/ case - Pre reg price



FSR are welcome but FIELD PAINT ONLY

PB Sports will be onsite, contact them ahead of time to have items brought to the game!



Pre-registration gets you:

  • Admission to all weekend activities including Saturday night game 
  • Air
  • One raffle ticket


 rental gear package - $15/ day 




Mad Max: 

“XI”

August 15th & 16th, 2026


All life fades, vision dims. All that remains are memories. We remember a time of chaos, ruined dreams, this wasted land. Most of all, we remember a civilized time when the world was powered by black fuel, and the desert sprung great cities of pipe and steel. Gone now, swept away. For reasons long forgotten, two mighty warrior tribes went to war and touched off a blaze which engulfed them all. Without fuel, they were nothing. They’d built a house of straw. Suddenly, their machines sputtered and stopped. Their leaders talked and talked and talked, but nothing could stem the avalanche. Their world crumbled. Cities exploded. A whirlwind of looting and a firestorm of fear. Men began to feed on men. On the roads, it was a white-line nightmare. Only those mobile enough to scavenge, brutal enough to pillage, would survive. The gangs took over the highways, waging war for a tank of juice. Good brave people were battered and smashed. People like Rigo and Terry, who once ruled the highways in the name of the law. With the roar of an engine, they lost everything. They now wander out into the wasteland, and here they would learn, amid the dark wreckage, that the fire which burns in the heart of man will endure. Hope survives.


This wasteland is relentless…


The ongoing struggle of power between Gastown and Bullet Farm is stripping the land down to nothing. All the resources plundered, survivors killed or enslaved, and all the war machines are starting to slowly run out of fuel. Bullet Farm, the current dominating tribe in the wasteland, has ruled the wasteland with an iron fist for some years now, but resources are low, and Gas Town is getting desperate for a change of leadership in the wasteland.

Lurking in the shadows on the other side of the wasteland, another tribe can sense the weakness and disparity of these two rival tribes: The Citadel! The Citadel long ago took over the other side of the wasteland all for themselves. Since Citadel had vanquished all their rivals, all the resources around them were easy targets for plunder. Armed with heavy weapons and thick armor, the Citadel tribe roams the wasteland looking for opportunities to profit off of other tribes' hardships by trading them plundered resources at a high price.


Team Starting Points/Insertion Points

Teams will switch sides every section

Jessica Schneider & Red Team “Gastown” –

Gas Works Territory 1st Section

Ammo Field Territory 2nd Section

Gas Works Territory 3rd Section


Terry Lee & Blue Team “Bullet Farm” –

Ammo Field Territory 1st Section

Gas Works Territory 2nd Section

Ammo Field Territory 3rd Section



EVENT SCHEDULE


Saturday

8:00 am – Services open

10:00 am – Game briefing

11:00 am – 2:00 pm – Section 1

2:00 pm – 3:00 pm – Lunch break

3:00 pm – 6:00 pm – Section 2

7:30 pm – Night Melee Briefing

8:00 pm – 9:00 pm – Night Melee


Sunday

8:00 am – Services open

10:00 am – 1:00 pm – Section 3

1:00 pm – 2:00 pm – Reload for Final Battle

2:00 pm – 2:30 pm – FINAL BATTLE

Awards and prizes


Team Marking Tape


You must wear team marking tape in your team color on the front and back of your mask, ensuring that at least 4 inches of ribbon is visible on both the front and back:

  • RED tape is for Gas Town
  • BLUE tape is for Bullet Farm

In addition to their team marking tape, players in these roles must wear that role’s marking tape on both arms:

  • WHITE tape is for Medics
  • GREEN tape is for Young Guns
  • YELLOW tape is for Role-Players 


Field Speed/Firing Modes

  • 270fps (All Markers and vehicles)
  • 160fps (Law rockets)
  • 12.5bps max
  • All firing modes (under 12.5bps)
  • First strike rounds FIELD PAINT ONLY for this event.


First Strike Regulations

  • If your gun is capable of shooting First Strike – you MUST Chrono with them.
  • 40ft minimum engagement distance.
  • First strike players are encouraged to carry a sidearm.
  • No First strike rounds allowed inside buildings (40ft MED)
  • You can shoot out of the building from inside; however, no CQB shots are allowed with First Strikes.


 

Summary

The game will consist of 3 main sections where both teams must fight over 3 different resources: Fuel, Water, and Ammo, on 5 different territories around the field. During this time, there will be 50 Grab props for each resource (150 total) placed around the field before the start of each section. Meanwhile, while the Scavengers fight on, every 30 minutes each commander will get timed missions to complete for resources. These missions are split up into 3 different resource missions (Fuel, Water, or Ammo). Every half hour, the commander may only choose to do 2 out of 3 resource missions, and the 3rd unpicked mission is destroyed.

After the first two main sections, there will be a 1-hour Night time Melee Section. Day 2 will start off with the 3rd main section of gameplay, and after the 3rd section, there will be a 30-minute Final Battle!

During the game, everything will be scored in 3 different Resource tables: Fuel, Water, and Ammo. The team with the highest 2 out of 3 Resource Tables ensures their survival! At least for a little longer...


Thunderdome

During Sections 1, 2, and 3, each team will send one player each to “The Thunderdome” to battle it out 1vs1. Each player will start with NO WEAPON!! Weapons will be scattered across the Thunderdome for them to find and use. Two players enter, and one player leaves. The winner will bring back a whole mission's worth of points for their Clan.


The Citadel

Each team has the chance to head over to the Citadel to interact with the town’s NPCs to trade for goods or services. However, ALWAYS remember the Citadel has its own agenda and won't help you for free.


The Wheel of Fate

Every hour, each team may send someone to spin the “Wheel of Fate.” Wherever the Wheel of Fate lands, the player must choose either to accept their fate and accomplish it to earn points for their team or to chicken out and go back to their team empty-handed.



  • Main Objective:

Sections 1, 2, & 3

Tank Gauntlet

Staying on the road, have your warmachine battle its way around the field, make one full lap around the field each section without getting destroyed. (500 Points Each section, can only be completed for points once per section.)


Scoring

Grab Props: Ammo Boxes / Shotgun shells / Fuel Bottles / Water Bottles are 10 points each. Props must be turned in by the end of every section to be scored.

Territories: There will be 5 Territories on the field with a Resource Slap Stick. Each Resource Slapstick is worth 100 points of the designated resource at location – scored every 30 minutes. Refer to Tactical Map for Territory location and what Resources it yields.

Base Drops: UPON CAPTURE OF ENEMY BASE SLAPSTICK: Team receives 100 points, and ALL attacking players in the area will be eliminated and must respawn. Each team will have an HQ Slap stick to capture the enemy's base, just get to the enemy HQ slapstick and switch it to your team’s color. Each base’s Slap Stick will be “reset” to home base color when Resource SlapSticks are scored every 30 mins. Note – Eliminated players are not able to carry props.

Missions: Every 30 minutes, Commanders will be given the option to choose 2 resource missions out of 3. The third mission will be destroyed right away. The Missions will be sealed, and the commanders will not know what the missions are before they pick—only what resources they would win from said missions. Missions are worth 200 points.

Scales of Liquid: The team with the heaviest water barrel on the Scales of Liquid at the end of every section 200 points per section.*Under Construction*

Wheel of Fate: Complete a Scheduled Wheel of Fate to earn 200 Points.

ThunderDome: Win in a Scheduled ThunderDome fight to earn 200 points.

Re-insertions

Re-Insertions for Players by tagging your team’s respawn cone located near your HQ.

Re-insertions for Tanks (War rigs) will happen near HQs in the Tank Respawn Zone designated by small pink flag markers.

Law / Nerf Rockets

  • MUST CHECK YOUR LAW ROCKET IN AT THE EVENT TENT BEFORE USE!!
  • Must have a Law Rocket card (Given to Commanders at the start of the game) to use. Referee will punch this card each time it is used.
  • Chrono Speed: 160FPS or less!
  • Must have a Referee present to verify hit/punch card
  • Allowed 10 rocket launches per card.
  • Once a man made structure is hit, everyone inside or near the immediate room (within reason) will be eliminated. The referee will have the ultimate decision as to how close someone needs to be to be considered eliminated.
  • Also, if a building is hit with a law rocket, everyone outside the building 10ft away from the outside wall is eliminated.
  • Rockets will be returned to the Air fill station if found on the field (Mark your own rockets!).
  • Law Rocket shots will be counted on law cards towards shots at tanks or missed shots.
  • Purposely damaging other players' rockets is the same as vandalizing another player’s gear; if caught doing so, you will be asked to leave the event.

Sniper “Long Shots”

  • Must have a sniper card to use.
  • Get referee attention FIRST.
  • Must be able to describe the player you wish to target.
  • Must have line of sight on the target.
  • 2-minute cooldown between sniper shots PER SNIPER/CARD.


Engineer “Black Hand”

  • 2 Black Hands per team.
  • A Black Hand must carry his toolbox around with him or her!!
  • A Black Hand may repair a tank from DISABLED OR DESTROYED!
  • To repair a tank, a Black Hand must get within 10 feet of a DISABLED or DESTROYED Tank and be the dominant force around the tank for 30 seconds. After repairs are complete, all players must leave the Tank area before it can move again.
  • Engineers MAY ride along in the tank; HOWEVER, the Engineer must get outside the tank and be standing with TWO FEET on the ground as a normal live player, to start repairing it. During this time, the Engineer may be eliminated like any other player.
  • If the tank is “destroyed,” everyone inside the tank, including an Engineer, is eliminated, and if an engineer was inside, they may not start repairs.
  • If a Tank is repaired from destroyed status all players inside become live players again.



“Shields”

  • Only Citadel Faction is allowed to use shields.
  • Hits to the shield do not count



“Car Bomber”

  • 2 Car Bombers per team.
  • Car bombers will have a bag of “Molotovs”
  • The car bomber may throw a bomb at the tank that works like a grenade and must hit the tank before anything else after being thrown. One bomb disables a tank, two bombs destroy the tank.
  • Car bombers are responsible for their own bombs! Car bombers may reuse bombs but may only carry 3 at one time.
  • ONLY WORKS ON TANKS
  • CANNOT tie Molotovs together.
  • These DO NOT work like land mines, you must throw them and they blow up on impact.

“Gas Guzzler”

  • 1 Gas Guzzler per team.
  • The Gas Guzzler must carry the Siphon Pump prop on him or her at all times.
  • YOU MUST USE SIPHON PUMP SUPPLIED BY EVENT STAFF
  • The Gas Guzzler is the lifeline for stealing Fuel and Water Resources! He or she makes it possible to transfer raw liquid resources into transportation devices.
  • The Gas Guzzler is responsible for the safety of the Siphon Pump! IMPORTANT If the Siphon Pump gets broken or is lost, it is going to be nearly impossible for your team to get any water or fuel!
  • IF any one carrying liquid in a Gas Can or water jug is eliminated by a paintball hit to a body, or gun, they must drop the Gas Can or Water Jug where they got hit.
  • If the Gas Can or Water Jug itself is hit by a paintball or blown up by a law rocket, or a tank is destroyed while transporting them, the Gas Can and Water Jug must be poured out.

“Dirty Scoundrel”

  • 1 Dirty Scoundrel per team.
  • A master thief!
  • The only player allowed to unlock locked boxes and pick locks.
  • A very useful person to have on your team for stealing ammo!
  • Must carry his or her tool pouch around at all times.

Medics “Blood Bank”

  • Only one Blood Bank per team.
  • CANNOT HEAL HEAD SHOTS!!!
  • A Blood Bank can only carry 3 Blood Bags on them at one time.
  • Players wishing to be “healed” must yell BLOOD BANK!! Immediately after being hit and stay in the spot that they were hit and await Blood Bank to heal them. (Yelling hit or anything other than BLOOD BANK (OR MEDIC) right away results in players calling themselves eliminated and must return to respawn point. OR players moving from the spot they were originally shot before being “healed” by a Blood Bank results in an elimination.)
  • To heal a player: Each Blood Bank has “Blood Bags” to heal a player, the Blood Bank must get to the player wishing to be “healed,” give the shot player 1 Blood Bag, and wipe off all current hits from the player. Once all hits are clean, the player being “healed” is active again.
  • A Blood Bank may NOT heal themselves. IMPORTANT! Players that have been healed ARE RESPONSIBLE for bringing the Blood Bags TO HOME BASE! Once at home base, they must be given to the team’s commander, and then the team commander may supply the Blood Bank with more Bags. (ANY LOST BLOOD BAGS WILL NOT BE REPLACED by referees or staff.) (Referee may call the player waiting for a medic, eliminated due to the severity of gameplay.)




Tanks “War Rigs”

  • The driver of the tank MUST be at least 18 years old and have a VALID driver's license.
  • Tank MUST have a “Tank Walker” with it the entire time it is on the field of play.
  • Tank Walker WILL BE APPOINTED REF. “Tank Walkers” are there to make sure the tank does not get within 10 feet of a player or that players do not get within 10 feet of a moving tank. Tank walkers are also responsible for calling their tank hit and then disabling or destroying it.
  • Any tanks not following safety procedures may be asked to leave the game.
  • Tanks MUST have an onboard fire extinguisher for emergencies.
  • Each tank must have AT LEAST TWO ACCESS DOORS that can be opened from the inside and the outside of the vehicle WITH NO RESTRICTIONS.
  • Tanks have a 5MPH speed limit. NO EXCEPTIONS
  • ABSOLUTELY no players within 10 feet of a MOVING TANK. IF your tank is stopped, you may use it as cover. HOWEVER, before the tank can move again, all the players within 10 feet must move away from the tank.
  • Tanks must have SIGNAL FLAGS. One WHITE FLAG to fly while the tank is destroyed and one TEAM COLOR FLAG to fly while the tank is still in play. TANK MUST SUPPLY THEIR OWN FLAGS.
  • Tanks MAY carry props and players with special job roles. HOWEVER, special job role players may not use their “perks” while inside the tank. To use perk, the player must have BOTH feet on the ground to be able to use perk.
  • LIVE TANKS may load and unload players where they wish. HOWEVER, during this time, a tank still may be targeted. When unloading or loading players, the tank must be completely stopped. Players INSIDE the tank may be targeted at any time, and if they are shot, they are NOT eliminated. However, when unloading players, as soon as the player puts both feet on the ground outside of the tank, the player may be eliminated.
  • IF THE TANK GETS DESTROYED, EVERYONE INSIDE IS DEAD, INCLUDING ENGINEERS. Law rocket, grenade, or Molotov must hit the tank anywhere on the body once to disable its movement and a second time to completely destroy the tank. (Disabled Tank may shoot but cannot move) The Tank and the Tank Crew are DEFINITELY ABLE TO BE SHOT AT BY PAINTBALLS. Any players INSIDE the tank WILL NOT be eliminated if shot with a paintball.
  • TANK RESPAWN: Once the Tank is DESTROYED, it may choose to wait up to 10 minutes for an engineer to come repair them or head back to the designated respawn area immediately. If the tank is parked in their own team's tank respawn area, it does not ever get disabled or destroyed while it stays in that designated area. Tanks may be repaired from Disabled OR Destroyed condition by a Black Hand Job Role (Engineer).
  • No “Walking tanks” allowed. Tanks must be powered by some kind of motor.
  • Tanks may shoot LAW rockets. LAW rockets shot at other tanks will not require a LAW card to be punched. HOWEVER, shots against ANYTHING ELSE MUST have a valid LAW rocket card to punch.
  • Tank Defense Perk: If a team’s base is getting attacked relentlessly, the Commander may call in armored support to help fend off attackers from their own base. DURING THIS TIME, THE TANK CANNOT BE DESTROYED OR DISABLED and may ROAM around the base area only. TANK MUST STAY IN HQ AREA.

Luck of the Wanderer

MUST GET REF ATTENTION BEFORE USING

“Twisted Totem”

The Twisted Totem will be hidden on the field. The Twisted Totem will allow the holder to ‘Play Dirty’ to perform one of four actions:

Sniper

  • Target cannot be healed.
  • Target must be in line of sight of the user.

Car Bomb

  • Disable or destroy an enemy vehicle.
  • Must have line of sight and be within 50 feet of the target.
  • Can only disable a “fresh tank” or destroy a disabled tank.

Medic

  • Cannot heal headshots or sniper kills.
  • To heal a player(or self), forfeit Twisted Totem to Referee and wipe the hit off of hit player, and the player is active once more.

Car Repairs

  • Players must get within 10 feet of a DISABLED or DESTROYED tank and be the dominant force within 10 feet of the tank for 5 seconds.
  • Before the tank can move again, all players must clear the tank area. Once the action is performed, Twisted Totem must be forfeited and will be hidden again by a Referee until another player finds it.

The Citadel


The Citadel is a trading post that will serve both teams equally. The Citadel's goal is to acquire as many points from both teams as it can by the end of the event. You may purchase Extra MOS cards or other various props from the Citadel. The Citadel NPCs will consist of ONE merchant and FIVE Town Guards and MAYBE one WAR RIG. The Merchant CANNOT DIE at any time, however if you point your gun at the Merchant he MUST do what you tell him to do but only as long as the gun is pointed at him. The guards will take offense to this and will ONLY listen to the Merchant. Citadel guards will be marked CITADEL LAW BADGE, a Beefy Mohawk and with Special Armor that protects them from LAW rocket explosions, paintball and melee hits to the armor itself.To eliminate the guards you must shoot or melee them in an unarmored weak spot. In addition to this any of the guards can use any of the MOS roles as long as they have the appropriate equipment and cards.

NO LOITERING. Once you make it into town, do your deal and get out. The Citadel wants your resources, not your company! If you take too long in town, the guards will rush you out or eliminate you. NO SHOOTING INTO TOWN, THROUGH TOWN, or OUT OF TOWN. Any acts of aggression shown in or to the town will enable the guards to come and eliminate the threat. TRADING... The Citadel will have a menu of prices for Perks and Bribery. Also, you may trade Resources for OTHER resources. Haggling... You may haggle the price of these things or try to “Work deals” to buy things. HOWEVER, keep in mind the Citadel wants both your team's resources for themselves and will most likely try to haggle in their favor. IF YOU SEE Citadel Guards walking around on the field, it’s best not to shoot at them unless they are shooting at you first. They may have a goal or have been bribed to take over a zone and just may walk past you. It is best just to stay clear of them unless they want something from you or you are trying to make a deal.

THUNDERDOME


Every hour, teams will have a chance to send one player to fight to the death for their tribe. 1vs1 five-minute match to fight to the death with LARP weapons. Players start with no weapons; weapons will be scattered across Thunderdome for them to pick up and use. Hits: If you get hit in the arms or legs, you may not use that arm or leg. IF you get hit in the chest, it’s a kill. DO NOT aim for the head. No throwing weapons. No grabbing the enemy’s weapon. Players may bet props on the outcome of the duels. YOU MUST eliminate the enemy player with one of the supplied weapons in THUNDERDOME. The winner will take home a whole mission's worth of points for their team. If you have competed in the Thunderdome once, you MAY NOT compete again in the same day. If your Thunderdome starts at 11:00 am, you must arrive BEFORE 11:20, or you will forfeit your Thunderdome, and if the other team had a player show up and you did not, they will win by forfeit.

  • If you are unlucky enough to fight against the citadel in thunderdome, their armor protects them from melee hits if the armor itself is struck, so an easy chest kill may not be possible.



The Wheel of Fate


Every hour, each team may send one player to spin the wheel. That player will either have to accept their fate and accomplish it within 30 minutes to earn a whole mission worth of points for their team, or give up/fail and then will have to go back to their team empty-handed.

When faced with a FATE, it must be accomplished on and off the FIELD OF PLAY whenever possible. (IF you must gallop, wear skis, or any other prop, etc., you must do so on and off the field for the allotted time to accomplish your fate.) Once you spin the wheel once, you CANNOT spin it again.



When interacting with the Citadel…

BUST A DEAL, FACE THE WHEEL!

Night Time Melee


Night time MELEE will be happening on field and in the staging area.

NIGHT TIME MELEE RULES (OFF FIELD)


1. EYE PROTECTION IS MANDATORY FOR YOUNG GUNS. Anyone under 16

playing during the night time melee MUST have eye protection while playing. Examples are safety glasses or paintball goggles.

2. Eye protection for Adults during the night time melee is highly recommended.

3. All melee weapons MUST be checked in at the event tent prior to use. If you do not check your weapons in before you start playing, or are playing with a non-

approved weapon, you will be done playing for the night.

4. One hit to anywhere on the body counts as an elimination. Once eliminated you must QUIETLY walk back to your respawn or off the field. 

DEAD PLAYERS DON’T TALK.

5. Do not Intentionally aim for the head.

6. No throwing weapons.

7. No Grabbing the enemy’s weapon

8. Respawn at your team’s Respawn Cone. Respawn areas will be chosen by commanders and game producer during night time Briefing

9. NO Super Powers, Special job roles, medic, riot shield, law ect.

10. Flashlights and clear lenses for eye protection are highly recommended.


NIGHT MELEE will consist of two objectives  

  1. Control the “Key Boxes” have the correct key in the box and be the dominant force around the key, Scored every 30 minutes.
  2. Control the 4 digital flag stations which will also be scored every 30 minutes.



MELEE Weapon guidelines:

  • The foam protecting the core must not be missing or damaged.
  • The Core must be completely padded on all sides and never be exposed.
  • There must be sufficient padding on the tip, blade and guard.
  • The whole length of the core must be held securely in place and must not be moving freely inside the weapon.
  • The core of the weapon must be made of an appropriate light weight, hollow core material.
  • The weapon cannot be longer than 60 Inches.
  • The handle must be securely attached to the rest of the weapon and must not be loose.
  • The handle must be clearly defined as the handle of the weapon and easy to distinguish from the blade of the weapon.